Here's a few things:
-Objects seem to be large/gravity seems to be low. The pins should probably fall faster.
-The bowling ball seems to be pretty light relative to the pins; when it hits the pins, it deflects quite a bit.
-I can't really see the lack of rotating in the video, but that's probably just due to a low friction coefficient (assuming that the ball isn't being 'thrown' down the lane while barely touching the ground). Try increasing the ball's dynamic/static coefficient of friction.
-You can try fine-tuning rotational behavior to see if it feels better. Some options are to change the SimulationSettings.MotionUpdateSettings.inertiaTensorScale static field to something closer to 1. It's higher by default for stability reasons, but bowling pins/balls aren't usually put in super-stability-requiring stacks. The scale field simply multiplies entities' inertia tensors. Scaling up makes things rotationally 'heavy,' and scaling down makes things rotationally 'light.' You can also try:
Code: Select all
space.simulationSettings.motionUpdate.useRK4AngularIntegration = true;
space.simulationSettings.motionUpdate.conserveAngularMomentum = true;
These force the engine to handle angular motion slightly more realistically, which could look a bit better.